Please ask your basic (newbie) questions in here. - by scumble
Judith on 27/1/2012 at 16:15
Quote Posted by Beleg Cúthalion
Now a real newbie question just in case anyone is still around here: I've noticed that I never figured out why a high/noteable ambient brightness value results in reddish screen tint, at least after my first mission. Both ambient brightness color and fog color (which is off, by the way) are nowhere near red and I cannot think of anything else as the cause. Any ideas?
Probably your AmbientHue value is set to 0 (which stands for red) and the AmbientSaturation is more than zero, and that causes the red ambient light to appear.
Beleg Cúthalion on 27/1/2012 at 20:14
Thanks, that was it. Must have been my first question in years that got answered. :p
Judith on 28/1/2012 at 10:42
And one of few questions I knew the answer for right away ;)
Alex Ros on 8/6/2012 at 17:18
Hi everybody, I'm new to Thief editing.
And I want to know just one simple thing. What exactly is possible to make with T3ED?
For example I've always hated those loading portals inside of a solid mansion. Can I destroy them somehow with T3ED, recompile levels and walkaround whole mansion without any loading portals?
Or more complex thing to do. There's a city in Deadly Shadows divided onto different regions and each one of them needs loading. Can I link all the city parts into one solid big city? I mean technically is it possible to do with T3ED?
As long as T3 engine is based on Unreal Engine I think the idea itself is feasible technically, I'm sure it's possible to do. But maybe exactly T3ED is very cutted, I mean maybe too many things're from original Unreal Engine are locked or cutted off so I couldn't do what I want to with t3ED?
Thanks in advance for answers, Master Thiefs.
Judith on 9/6/2012 at 11:45
The project linking maps and city sections is already under way, I think Beleg an Flux were trying to do that, not sure what's the current status. T3ed uses UEd interface, but the renderer has been rewritten, so Unreal mapping style isn't the best approach, more like Doom 3 style: sections divided by corridors, a bit less open spaces, careful light placement etc.
Beleg Cúthalion on 11/6/2012 at 07:38
Quote Posted by Judith
The project linking maps and city sections is already under way, I think Beleg an Flux were trying to do that, not sure what's the current status.
I got most of the maps done, except Rutherford Castle, Wieldstrom Museum and a "working" Cradle, which is only playable without saving due to an exceeded property storage count. These maps are even play-ready and up for beta test but no one exactly went mental in order to get them. :erg: Still, you'd need a lot of time to fix those levels on your own, I think you might even be able to create a small FM beforehand.
snobel on 11/6/2012 at 19:01
Well I got them, and played the hammerintro mission with delight - I used to walk back and forth a few times where the loading zones used to be, just to savour the feeling! :cool:
Unfortunately the irony of my little (
http://www.ttlg.com/forums/showthread.php?t=138607) project is that I never have time to
play anymore...
Beleg, have you asked for testers in the FM forum? The one I played was rock solid, if they're all like that (except the cradle), then testing will be a formality :thumb:
Beleg Cúthalion on 12/6/2012 at 12:17
I'd like to have Rutherford Castle fixed before I make a public call (but alas the editor keeps crashing during the copy process) and Seaside Mansion IIRC has a bug with actions taking place in the widow's chamber. But before turning to all that I'd like to get out this freakign FM of mine which prevents me from playing. :p
At least things are moving on now. Child of Karras did some early beta testing and reported to major bugs and an English voice acting thingy is underway.
Shadowhide on 23/6/2012 at 23:10
if i remember correct there was a tool that can export Thief1/2 BSP to Thief 3...
can somebody give me a link if such tool exists ?
Beleg Cúthalion on 24/6/2012 at 14:29
I could only use the search function myself, so just give it a try. There was also a download list with a couple of imported T3Ed files, however, they aren't much use for T3Edders anyway. Such a map is full of badly-aligned brushes which you don't need thanks to static meshes and it crowds up your property storage count even when you delete them. In case you want to rebuild a T1/2 map, you better use the 2D floor plans from DromEd to do things yourself.
I might still have the Keeper Training at home, but that takes me a few days.